Name: | The Second Reality Project Reloaded |
Author: | FPI |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 117 exit(s) |
Type: | Standard: Very Hard |
Description: | SMW:TSRPR v1.2 Background information: So, what's this all about? "The Second Reality Project Reloaded" is not another new entry in the TSRP-series, it's a remake of the first part. The hack finally features a new overworld (people requested this for years) and of course, custom graphics and custom music. Besides that, not much have changed, most of the time the level design is the same as before. So, keep in mind that the original hack came out back in 2002, and back in the days you don't had the possibility to insert custom sprites, dozens of ASM-hacks and so on. So please don't expect anything groundbreaking here, it's still the same thing as it was before: a hack which is about level design and nothing else. But with that said, chances are if you enjoyed the original hack, you will love the remake for sure! Storyline: Bowser is back again, more powerful than times ago: He found a power source which let him rebuilt his Airship Fleet. Soon he plans on attacking the Mushroom Kingdom one time more! It's up to Mario to stop him! |
Tags: | asm exgfx music story tsrp |
Comments: | 55 (jump to comments) |
Rating: |
Download
1.28 MiB | 23,406 downloads
Comments (55)
I love this hack thanks fpi I hope the 3rd part of this fabulous hack comes out
The final levels and Thirdspace are probably my favorite levels in this. They are quite long (especially Bowser's Starship) but none are too unforgiving. Bowser's Starship, for example, is extremely long but none of the rooms are really difficult at all if you bring capes. Maybe I have severe problems, but I actually somewhat enjoy long levels without checkpoints, unless the rooms are unnecessarily obnoxious. The final level in Thirdspace is just a complete joke, though. Also, silence isn't a good level gimmick.
But yeah very good graphics, good music, and mostly good level design. Would recommend.
4/5
Lot of levels that force waiting, several very long autoscrollers and other movement gates. I really disliked the platform around the giant circle in Volcanic Voyage. This one also had the ultra jank steep slopes. The second half of Pyra Psychodelic with the slow autoscroller combined with the jank slopes was rough. I likely missed something because it seemed necessary to go through the whole "go in and out of door 3 times and skip 6 screens of text" every death. Lot of tropes I'm not a fan of that ramp up as the game goes on. One example is naked koopas on higher ground (up stairs, on floating platforms, etc.) that kick shells in your face, and this also applies to the bouncy bomb king duders. Another example is running across a level, getting a p-switch, bringing it back to the start. Sometimes this is done twice in a level, sometimes it's done by hitting switches and then running back to the start.
Difficulty starts ramping up in the desert world, mostly in the form of levels getting a lot longer. I started getting anxious when I got checkpoints because of how often a level has a short easy first half and then a crazy difficult long second half. Bowser's Starship alone justifies the Very Hard label, just a very long and unforgiving level. I one-shot the final boss and I'm so happy because it looked like a death would require running the entire second half of the level again. I see from a comment below that this was originally rated Normal, wild.
The secrets in this hack are great, I love this type of secret like
It took me 12 hours to finish all exits. Video of playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvauu-rI3vhZ15bAQoH7ECqEs1
It had a great difficulty curve and nothing too difficult for experienced players. However as some other mentioned there was some cheap enemy placement and a few blind moment, but nothing worth crying over.
EAsily one of the best hack I've every played. 5/5!!!
This has more checkpoints and powerups than the original Second Reality Project, and is the easier of the two.
Some levels are extremely long and lack checkpoints, particularly in the 2nd half of the game. This is especially a problem with a lack of checkpoints before boss fights. Seriously, if you have a level with a 900 second timer, put more than one checkpoint... Makes it hard to not use savestates.
This is compounded with many blind jumps and cheap enemy placements, which made this otherwise great hack a frustrating experience.
Also, the final boss is a joke.
quite a lot of parts are just
"run to the end of this giant room. get a springboard/pswitch/baby yoshi/something else, run all the way back. progress.
there are more negative things and a ton more positive things and this comment could go on forever. so to keep it short: its a great hack and i highly recommend it. but it has its flaws and boring parts.
the difficulty in my opinion is hard. a pretty well deserved hard.
Yeah, checking the source, AMK seems to hook into the Main Loop, not really a bad place if you want your code running every frame, but too much operations there may lead to desasters x|
You can notice it by turning down the volume, while vanilla songs will follow suit, the custom music's loudness gonna become apparent.
But like Daizo Dee Von stated, there are a few incongruencies. For instance, vanilla song tracks are quieter than the custom ones, which generates unbalanced sound atmosphere, not a big deal, but still.
Was it made on purpose to workaround the APU RAM overflow?
So far I played through 2 worlds in real hardware and higan, time gonna tell if I can spot more issues. Though these might be real bugs from the hack rom itself, not being particularly caused by consequence from the music fix.
at least this new version works okay in bsnes/higan and snes9x versions 1.52 and higher w/out crashing.
tfw a2mt beat tsrp3, smwcp2 AND brutal mario to the punch
Also I forgot to edit out the fixme tag.
I don't see a "fixme: (write bugs here)" in the description.
Oops, I can't correct the url texts.
I would love to fix the issue by changing the fireball sound to the SMW default and make the game playable again. I have no experience with modifying roms.
Tried to contact FPI thru email but got no response.
Is their anyone that could make a updated version of 1.2?
If contacting FPI doesn't help, try contacting his best friend Ice Man, who used AddMusicK on his Toad's World game to make it compatible with real SNES hardware.
Do NOT try to fix the custom music problem for him without FPI's permission!
Playing it on snes9x confirms this.
I would love to fix the issue by changing the fireball sound to the SMW default and make the game playable again. I have no experience with modifying roms.
Tried to contact FPI thru email but got no response.
Is their anyone that could make a updated version of 1.2?
Playing it on snes9x confirms this.
Odd, since the readme claims it's compatible with real hardware.
I wanted to note that I tried to play version 1.2 this on real hardware (I made a rom cart) and the the game crashes.
I believe the "fireball" sound causes the game to crash.
The Levels The Musics The Enemies! Even The Map Is Cool And The Special World Wow Its Very Dificult But Its Very Good!
THIS GAME IS 10/10! For Sure!
Im Waiting For TSRPR 3 FPI! Good Work!
TSRP was one of the first hacks I've ever played. Despite cutoff and other graphical issues, it focused on level design and only on it, it was a good hack, so I enjoyed the remake even more.
Level design: 9/10
Simplistic level design, because why not? Some levels were looking a bit similar to the original, but some of them had a different gimmick. I like the simple way of designing levels, some of them look really good with it. Some parts feel a little flat-ish, but it was 2002, well... hacking was pretty much new then.
Graphics: 9/10
Nice graphics, some redrawn sprites and blocks here and there. I don't care if they are overused or not, they fit. I like the graphics, even if most of them are ripped from other games. There are also some custom graphics. Nothing groundbreaking, but they are nice.
Music: 8,5/10
Catchy songs, I like them. They fit well in most of the levels, which is good. I've a feeling there could be more themes, but it's fine as it is. Anyway, good job. Most of them are custom, what's a good thing.
OW: 9/10
Nice OW, really nice. Well made paths and nice palettes that fit with the game's atmosphere. Some islands have small perspective errors, but that's minor.
Difficulty: 9/10
The original may be a little too hard, but this one is fine with the addition of mid-points and some small tweaks here and there. The later levels were quite challenging and they featured some nice gimmicks even without the knowledge of ASM. Most of the time I enjoyed it and the difficulty was fine.
ASM: --/--
Not going to rate there too much. The amount of ASM here is very little, a few blocks and a little amount of sprites. Not enough stuff to make a valid vote.
Plot: 7/10
Nothing groundbreaking, simple story. It's still better than "save the princess". Near the end in the Thirdspace there's also a little bit of plot, which shows why Zycloboo is going to plan in the sequel.
Replay value: 10/10
Very enjoyable hack. Despite the simplistic design in some levels, it works very well with some custom graphics and custom music. There are some secrets that allow you to explore the world a bit more. One of my favourite series.
Overall: 61,5/70 (87,85% - 9/10)
Great work, FPI!